Which spells are you referring to? I'll admit that I haven't payed much attention to blue spell durations, but most of the regularly used blue spells I've seen (Like Erratic Flutter, Mighty Guard, etc..) are usually around 5 mins. I haven't seen any notable blue spells that lasted 14 mins. I've heard of Scholars can get their Regen durations up that high, and of course Red Mages with composure, but that's when they're in healing/support roles. So my assumption was that high buff durations were meant to be a unique design trait for support jobs. I don't think longer spell durations will benefit tanks much in the end, since they're the most likely to be targeted with dispels anyway.
To be honest, the spell duration complaint for Rune Fencer is new to me. I'm definitely not an authority on the job, but I have played with many Rune Fencers both in Pick-up-Groups and in my LSes. I haven't ever seen them struggle to manage the buffs while tanking nor have I seen them complain about durations. So I'm a little skeptical of how widespread this concern really is.
Also on the topic of Apex parties (Not sure why that topic is in this thread), Moh Gates is excellent for Melee jobs. It is good for both soloing and Melee burns. We already have a thread open about Apex tips and discussion though (http://forum.square-enix.com/ffxi/th...-Apex-CP-Guide). It's a better thread for Apex since Apex mobs don't have much to do with job balancing.